#version 120   
#extension EXT_gpu_shader4 : require
#extension GL_ARB_texture_rectangle : require

varying vec3 eyeNormal;
varying vec3 eyePosition;


void main() {  

	vec3 baseMapColor = vec3(0,0,1);
	
	vec3 normal = normalize(eyeNormal); 
    vec3 light = normalize( vec3(1,1,-1));
    vec3 eye = normalize( eyePosition);
    vec3 r = reflect( eye, normal);
    const vec3 red = vec3( 0.5, 0.5, 0.5);
    const vec3 white = vec3( 1, 1, 1);

    // Compute a simple phong illumination with a directional light
    float ndotl = dot( normal, light);    
    ndotl = min( max( ndotl, 0.0) + 0.2, 1.0);
    float spec = pow( max( 0.0, dot( r, light)), 32.0);
    
    vec3 color = 2.0*clamp( ndotl*red + spec*white, 0.0, 1.0); 

    // Output the fragment color   
    gl_FragColor = vec4( baseMapColor*color, 1.0);  
	//gl_FragColor = vec4( baseMapColor, 1.0);  
    
}